| InterpolationHelperCriticallyDampedSmoothing Method (Double, Double, Double, Double, Double) |
Updates position and velocity according to a critically damped spring (double-precision).
Namespace: DigitalRune.Mathematics.InterpolationAssembly: DigitalRune.Mathematics (in DigitalRune.Mathematics.dll) Version: 1.14.0.0 (1.14.0.14427)
Syntax public static void CriticallyDampedSmoothing(
ref double position,
ref double velocity,
double targetPosition,
double deltaTime,
double smoothTime
)
Public Shared Sub CriticallyDampedSmoothing (
ByRef position As Double,
ByRef velocity As Double,
targetPosition As Double,
deltaTime As Double,
smoothTime As Double
)
public:
static void CriticallyDampedSmoothing(
double% position,
double% velocity,
double targetPosition,
double deltaTime,
double smoothTime
)
static member CriticallyDampedSmoothing :
position : float byref *
velocity : float byref *
targetPosition : float *
deltaTime : float *
smoothTime : float -> unit
Parameters
- position
- Type: SystemDouble
The position. - velocity
- Type: SystemDouble
The velocity. - targetPosition
- Type: SystemDouble
The target position. - deltaTime
- Type: SystemDouble
The size of the timestep. - smoothTime
- Type: SystemDouble
smoothTime is parameter that determines how fast the
targetPosition is reached. smoothTime is equal to the
time that is required to reach the target when at maximum speed.
Remarks
At the beginning of the method position and velocity
are the current position and velocity of an object. The object should move to the
targetPosition. At the end of the method position
and velocity are updated to the new position after
deltaTime has elapsed.
The position and velocity are changed according to the movement of a critically damped
spring. This generates a smooth movement that can be used to interpolate values.
See Also